Revision Difference
func_shatterglass#547329
<title>func_shatterglass</title>
# func_shatterglass
A procedurally shattering glass panel.
`This entity requires a mesh to function`
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### Keyvalues⤶
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## Code Path⤶
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Entity Code : `addons\base\code\Entity\Experimental\Glass\ShatterGlass.cs`⤶
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## Keyvalues⤶
**Name (`targetname`)**
>* The name that other entities refer to this entity by.
**Tags (`tags`)**
>* A list of general purpose tags for this entity, for interactions with other entities such as triggers.
**Glass Thickness (`glass_thickness`)**
>* Thickness of the glass
**Glass Material (`glass_material`)**
>* Material to use for the glass.
**Glass Material When Broken (`brokenmaterial`)**
>* Material to use for the glass when it's broken. if not set, the material will not change on break.
**Damage Position 01 (`damagepositioningentity`)**
**Damage Position 02 (`damagepositioningentity02`)**
**Damage Position 03 (`damagepositioningentity03`)**
**Damage Position 04 (`damagepositioningentity04`)**
**Constraint (`constraint`)**
>Glass constraint.
* Glass with static edges - will not be affected by gravity (glass pieces will) and will shatter piece by piece.
* Physics glass - is affected by gravity and will shatter all at the same time.
* Physics but asleep - is same as physics but will not move on spawn.
**Shadow Casting (`enable_shadows`)**
>* whether this entity should cast shadows or not.